Gaming system and  method of gaming

ABSTRACT

A method of populating symbol spaces on a gaming device includes providing a plurality of designated spaces arranged to display a plurality of symbols, wherein one of the designated spaces is populated with a symbol from the plurality of symbols by moving the symbol from an initial location, to a final location within the designated space, wherein the game outcome is at least partly dependent on the final location of the symbol.

CROSS-REFERENCE TO RELATED APPLICATIONS

The present application claims the benefit of priority to U.S. patentapplication Ser. No. 12/408,475, filed on Mar. 20, 2009, entitled “AGAMING SYSTEM AND A METHOD OF GAMING,” and Australian Provisional PatentApplication No. 2008901383, filed on Mar. 20, 2008, entitled “A GAMINGSYSTEM AND METHOD OF GAMING”, both of which are herein incorporated byreference in their entireties.

FIELD OF THE INVENTION

The present invention relates to a gaming system and a method of gamingand in particular, but not exclusively, to a system and method for thedisplay of a game outcome.

BACKGROUND OF THE INVENTION

It is known to provide a gaming system which comprises a game controllerarranged to randomly display several symbols from a predetermined set ofsymbols and to determine a game outcome such as a game win based on thedisplayed symbols. Such gaming systems may commonly be implemented as aspinning reel machine provided with reels with each reel carryingseveral symbols of the set, or a video machine wherein selected symbolsare displayed on virtual reels on a graphical display device. Winoutcomes can occur based on symbols appearing in one or more horizontallines, diagonal lines, or any other predetermined way.

While such gaming systems provide users with enjoyment, the need existsfor alternative gaming systems which maintain or increase playerenjoyment.

SUMMARY OF THE INVENTION

In accordance with a first aspect, the present invention provides amethod of populating symbol spaces on a gaming device, including,providing a plurality of designated spaces arranged to display aplurality of symbols, wherein a space of the designated spaces ispopulated with a symbol from the plurality of symbols by moving thesymbol from an initial location, to a final location within thedesignated space, wherein the game outcome is at least partly dependenton the final location of the symbol.

In one embodiment, the population step is repeated until all designatedspaces contain one symbol, the game outcome being dependent on at leastone of the arrangement and final location of the plurality of symbols.

In one embodiment, the spaces are provided in a geometric pattern, andmay be arranged in a plurality of rows and columns so as to form asymbol space matrix.

In an embodiment the designated spaces are populated with the pluralityof symbols in a random order.

In one embodiment, the symbols are moved to their final locations from aplurality of initial locations. The initial location may be within thesymbol space matrix.

In one embodiment, the symbols are temporarily displayed in at least oneintermediate location before being displayed in the final location.

In one embodiment, each of the plurality of symbols is moved from theinitial location to the final location by providing an animation of themovement of the symbol from the initial location to the final location.The animation may simulate a flicking motion from the initial locationto the final location.

In one embodiment, the game outcome is communicated to a player once allof the plurality of symbols are displayed in each of the finallocations.

The method may further include prompting a player for input, wherein thestep of moving a symbol from an initial location, to a final locationwithin the designated space occurs on receipt of the player input.

In one embodiment, the method includes moving at least one symbolseparate to the plurality of symbols from the initial location, to afinal location outside of the designated spaces, the at least oneseparate symbol not having any influence on the game outcome.

In an embodiment, the plurality of symbols are selected from at leastone spinning reel located within a reel window. The initial location maybe within the reel window.

In accordance with a second aspect, the present invention provides agaming device arranged to display a game outcome, including, a displayincluding a plurality of designated spaces arranged to display aplurality of symbols, a module arranged to send instructions to thedisplay, to cause the display to populate a space of the designatedspaces with a symbol from the plurality of symbols by moving the symbolfrom an initial location, to a final location within the designatedspace, wherein the game outcome is at least partly dependent on thefinal location of the symbol.

In an embodiment, the module is further arranged to populate theremaining designated spaces with symbols from the plurality of symbols,wherein the game outcome is dependent on at least one of the arrangementand location of the symbols populating the designated spaces.

In an embodiment, the spaces are provided in a geometric pattern. Thegeometric pattern may include a plurality of rows and columns forming asymbol space matrix.

In an embodiment, the symbols are moved to their final locations from atleast one initial location.

In an embodiment, the at least one initial location is within the symbolspace matrix.

In an embodiment, the symbols are temporarily displayed in at least oneintermediate location before being displayed in their final location.

In an embodiment, the display implements and animation module operableto provide an animation of the movement of the symbols from the initiallocation to the final location.

In an embodiment, the animation simulates a flicking motion from theinitial location to the final location.

In an embodiment, the display communicates the game outcome to a playeronce all of the plurality of designated symbol spaces have beenpopulated.

In an embodiment, the device further includes an input module arrangedto, on receipt of the player input, instruct the module to move thesymbol(s) from the initial location to the final location.

In an embodiment, the module is further arranged to move at least oneseparate symbol from an initial location to a final location outside ofthe designated spaces, the at least one separate symbol not having anyinfluence on the game outcome.

In accordance with a third aspect, the present invention provides acomputer programme including instructions for controlling a computer toimplement a gaming system or method in accordance with the first aspectand second aspects of the invention.

In accordance with a fourth aspect, the present invention provides acomputer readable medium providing a computer programme in accordancewith the third aspect of the invention.

BRIEF DESCRIPTION OF THE DRAWINGS

Features and advantages of the present invention will become apparentfrom the following description of embodiments thereof, by way of exampleonly, with reference to the accompanying drawings, in which;

FIG. 1 is a schematic block diagram of core components of a gamingsystem in accordance with an embodiment of the present invention;

FIG. 2 is a diagrammatic representation of a gaming system in accordancewith an embodiment of the present invention with the gaming systemimplemented in the form of a stand alone gaming machine;

FIG. 3 is a schematic block diagram of operative components of thegaming machine shown in FIG. 2;

FIG. 4 is a schematic block diagram of components of a memory of thegaming machine shown in FIG. 2;

FIG. 5 is a schematic diagram of a gaming system in accordance with analternative embodiment of the present invention with the gaming systemimplemented over a network;

FIG. 6 is a schematic diagram of functional components of a gamingdevice in accordance with an embodiment of the present invention;

FIGS. 7 a and 7 b are flow diagrams illustrating operation of a gamingdevice in accordance with an embodiment of the present invention; and

FIGS. 8A and 8B are representations of an example display generated by agaming device in accordance with an embodiment of the present invention.

Further aspects of the present invention will be apparent from thefollowing description, given by way of example and with reference to theaccompanying drawings. Also, various embodiments of the aspectsdescribed in the preceding paragraphs will be apparent from the appendedclaims, the following description and/or the accompanying drawings. Itshould be understood, however, that the present invention is not limitedto the arrangements and instrumentality shown in the attached drawings.

DETAILED DESCRIPTION OF AN EMBODIMENT

An embodiment described herein provides a method of populating symbolspaces on a gaming device. The method includes providing a plurality ofdesignated spaces arranged to display a plurality of symbols. Each ofthe designated spaces are populated with a symbol from the plurality ofsymbols by moving respective symbols from an initial location, to afinal location within each of the designated spaces. The game outcome isdependent on at least one of the arrangement and location of the symbolspopulating the designate spaces.

The gaming device (which implements the aforementioned method) may beprovided in a number of different forms.

In a first form, a stand alone gaming machine is provided wherein all ormost components implementing the game are present in a player operablegaming machine.

In a second form, a distributed architecture is provided wherein some ofthe components implementing the game are present in a player operablegaming machine and some of the components implementing the game arelocated remotely relative to the gaming machine. For example, a “thickclient” architecture may be used wherein part of the game is executed ona player operable gaming machine and part of the game is executedremotely, such as by a gaming server; or a “thin client” architecturemay be used wherein most of the game is executed remotely such as by agaming server and a player operable gaming machine is used only todisplay audible and/or visible gaming information to the player andreceive gaming inputs from the player.

However, it will be understood that other arrangements are envisaged.For example, an architecture may be provided wherein a gaming machine isnetworked to a gaming server and the respective functions of the gamingmachine and the gaming server are selectively modifiable. For example,the gaming system may operate in stand alone gaming machine mode, “thickclient” mode or “thin client” mode depending on the game being played,operating conditions, and so on. Other variations will be apparent topersons skilled in the art.

Irrespective of the form, the gaming system includes several corecomponents. At the broadest level, the core components are a playerinterface 50 and a game controller 60 as illustrated in FIG. 1. Theplayer interface is arranged to enable manual interaction between aplayer and the gaming system and for this purpose includes theinput/output components for the player to enter instructions and playthe game.

Components of the player interface may vary from embodiment toembodiment but will typically include a credit mechanism 52 to enable aplayer to input credits and receive payouts, one or more displays 54 anda game play mechanism 56 that enables a player to input game playinstructions.

The game controller 60 is in data communication with the playerinterface and typically includes a processor 62 that processes the gameplay instructions in accordance with game play rules and outputs gameplay outcomes to the display. Typically, the game play instructions arestored as program code in a memory 64 but can also be hardwired. Hereinthe term “processor” is used to refer generically to any device that canprocess game play instructions in accordance with game play rules andmay include: a microprocessor, microcontroller, programmable logicdevice or other computational device, a general purpose computer (e.g. aPC) or a server.

A gaming system in the form of a stand alone gaming machine 10 isillustrated in FIG. 2. The gaming machine 10 includes a console 12having a display 14 on which is displayed representations of a game 16that can be played by a player. A mid-trim 20 of the gaming machine 10houses a bank of buttons 22 for enabling a player to interact with thegaming machine, in particular during game play. The mid-trim 20 alsohouses a credit input mechanism 24 which in this example includes a coininput chute 24A and a bill collector 24B. Other credit input mechanismsmay also be employed, for example, a card reader for reading a smartcard, debit card or credit card. A player marketing module may beprovided having a reading device may also be provided for the purpose ofreading a player tracking device, for example as part of a loyaltyprogram. The player tracking device may be in the form of a card, flashdrive or any other portable storage medium capable of being read by thereading device.

A top box 26 may carry artwork 28, including for example pay tables anddetails of bonus awards and other information or images relating to thegame. Further artwork and/or information may be provided on a frontpanel 29 of the console 12. A coin tray 30 is mounted beneath the frontpanel 29 for dispensing cash payouts from the gaming machine 10.

The display 14 shown in FIG. 2 is in the form of a video display unit,particularly a cathode ray tube screen device. Alternatively, thedisplay 14 may be a liquid crystal display, plasma screen, any othersuitable video display unit, or the visible portion of anelectromechanical device. The top box 26 may also include a display, forexample a video display unit, which may be of the same type as thedisplay 14, or of a different type.

FIG. 3 shows a block diagram of operative components of a typical gamingmachine which may be the same as or different to the gaming machine ofFIG. 2.

The gaming machine 100 includes a game controller 101 having a processor102. Instructions and data to control operation of the processor 102 arestored in a memory 103, which is in data communication with theprocessor 102. Typically, the gaming machine 100 will include bothvolatile and non-volatile memory and more than one of each type ofmemory, with such memories being collectively represented by the memory103.

The gaming machine has hardware meters 104 for purposes includingensuring regulatory compliance and monitoring player credit, aninput/output (I/O) interface 105 for communicating with peripheraldevices of the gaming machine 100. The input/output interface 105 and/orthe peripheral devices may be intelligent devices with their own memoryfor storing associated instructions and data for use with theinput/output interface or the peripheral devices. A random numbergenerator module 113 generates random numbers for use by the processor102. Persons skilled in the art will appreciate that the reference torandom numbers includes pseudo-random numbers.

In the example shown in FIG. 3, a player interface 120 includesperipheral devices that communicate with the game controller 101 includeone or more displays 106, a touch screen and/or buttons 107, a cardand/or ticket reader 108, a printer 109, a bill acceptor and/or coininput mechanism 110 and a coin output mechanism 111. Additional hardwaremay be included as part of the gaming machine 100, or hardware may beomitted based on the specific implementation.

In addition, the gaming machine 100 may include a communicationsinterface, for example a network card 112. The network card may, forexample, send status information, accounting information or otherinformation to a central controller, server or database and receive dataor commands from the central controller, server or database.

FIG. 4 shows a block diagram of the main components of an exemplarymemory 103. The memory 103 includes RAM 103A, EPROM 103B and a massstorage device 103C. The RAM 103A typically temporarily holds programfiles for execution by the processor 102 and related data. The EPROM103B may be a boot ROM device and/or may contain some system or gamerelated code. The mass storage device 103C is typically used to storegame programs, the integrity of which may be verified and/orauthenticated by the processor 102 using protected code from the EPROM103B or elsewhere.

It is also possible for the operative components of the gaming machine100 to be distributed, for example input/output devices106,107,108,109,110,111 to be provided remotely from the game controller101.

FIG. 5 shows a gaming system 200 in accordance with an alternativeembodiment. The gaming system 200 includes a network 201, which forexample may be an Ethernet network. Gaming machines 202, shown arrangedin three banks 203 of two gaming machines 202 in FIG. 5, are connectedto the network 201. The gaming machines 202 provide a player operableinterface and may be the same as the gaming machines 10,100 shown inFIGS. 2 and 3, or may have simplified functionality depending on therules and/or guidelines for implementing game play. While banks 203 oftwo gaming machines are illustrated in FIG. 5, banks of one, three ormore gaming machines are also envisaged.

One or more displays 204 may also be connected to the network 201. Thedisplays 204 may, for example, be associated with one or more banks 203of gaming machines. The displays 204 may be used to displayrepresentations associated with game play on the gaming machines 202,and/or used to display other representations, for example promotional orinformational material.

In a thick client embodiment, game server 205 implements part of thegame played by a player using a gaming machine 202 and the gamingmachine 202 implements part of the game. With this embodiment, as boththe game server and the gaming device implement part of the game, theycollectively provide a game controller. A database management server 206may manage storage of game programs and associated data for downloadingor access by the gaming devices 202 in a database 206A. Typically, ifthe gaming system enables players to participate in a Jackpot game, aJackpot server 207 will be provided to carry out the accounting inrespect of the Jackpot game. A loyalty program server 212 may also beprovided.

In a thin client embodiment, game server 205 implements most or all ofthe game played by a player using a gaming machine 202 and the gamingmachine 202 essentially provides only the player interface. With thisembodiment, the game server 205 provides the game controller. The gamingmachine will receive player instructions, pass these to the game serverwhich will process them and return game play outcomes to the gamingmachine for display. In a thin client embodiment, the gaming machinescould be computer terminals, e.g. PCs running software that provides aplayer interface operable using standard computer input and outputcomponents.

Servers are also typically provided to assist in the administration ofthe gaming network 200, including for example a gaming floor managementserver 208, and a licensing server 209 to monitor the use of licensesrelating to particular games. An administrator terminal 210 is providedto allow an administrator to run the network 201 and the devicesconnected to the network.

The gaming network 200 may communicate with other gaming systems, otherlocal networks, for example a corporate network, and/or a wide areanetwork such as the Internet, for example through a firewall 211.

Persons skilled in the art will appreciate that in accordance with knowntechniques, functionality at the server side of the network may bedistributed over a plurality of different computers. For example,elements may be run as a single “engine” on one server or a separateserver may be provided. For example, the game server 205 could run arandom generator engine.

Alternatively, a separate random number generator server could beprovided. Further, persons skilled in the art will appreciate that aplurality of games servers could be provided to run different games or asingle game server may run a plurality of different games based on theterminals.

Exemplary embodiments of the present invention relate to a spinning reeltype game. Gaming systems for implementing games that involve a displayof spinning reels as part of the display of the outcome of a game haveeither a video display or a mechanical display, these later machinesmost usually being “stepper” machines which have a separate motor foreach reel. However, persons skilled in the art will appreciate that theinvention can be implemented in respect if other forms of games,including; card games; ball draw games (e.g. bingo or keno); dice games;and pin and ball games.

In some implementations the game controllers of such gaming machinesselect symbols by employing a stop determining function that randomlydetermines the stop position for each reel. For example, if there arefive reels, each having twenty symbols, the stop determining functionmight determine that the stop positions are positions: 3, 13, 7, 9 and17. The spinning of the reels is then controlled so that each symbolcomes to a stop in the same row, typically a predetermined row in a“window” or “symbol space matrix” visible to the player on the displaythat which corresponds to a player playing a single win line. When areel stops, the symbols will be in one of a plurality of possible symbolpositions for that reel relative to the stop position.

Spinning reel type games typically allow a player to select how many winlines of a plurality of win lines they will play in each game—i.e. aminimum of one win line up to the maximum number of win lines allowed bythe game. Persons, skilled in the art, will appreciate that in otherembodiments, the player may select a number of reels to play.

Each win line is formed by a set of symbol positions consisting of onesymbol position from each reel. That is, a predetermined symbol positionof each reel is assigned to a win line. The symbol positions thatconstitute each of the win lines are usually advertised to the player bymarkings on the display or diagrams showing the symbol positions thatcorrespond to each win line. Some of the win lines will be horizontal ordiagonal lines but others may be non-linear combinations of symbols.Typically, the win lines will be constituted by symbol positions in thevisible window. A game outcome is determined based on the symbols on thewin lines and a prize table that specifies awards.

Further Detail of Gaming Device

The game controller 60 of the embodiment is shown in more detail in FIG.6. It will be apparent that the processor 62 implements a number ofmodules, namely random number generator module (RNG) 621, symbolselector module 622, outcome determiner module 623, animation module624, and display controller module 625 based on data stored in memory64. Memory 64 holds symbol data 641, game/prize data 642, sequence data643, total data 644 and modification data 645. Persons skilled in theart will appreciate that not all modules need be implemented byprocessor 62. For example, the random number generator module 621 couldbe implemented by a separate circuit or by a random number generatorserver.

The animation module 624 is employed to create and control a suitableanimation sequence for display. The animation module 624 co-operateswith the display controller 625 to provide a suitable animated displaysequence in accordance with the method described herein. Of course, itwill be understood that the animation module 624 may be separate from,or incorporated with, any one of the other modules described herein.Such variations and modifications are within the purview of a personskilled in the art.

The method 700 of the embodiment is described with reference to FIG. 7a. At step 710 it is determined that a game sequence should commence.The game controller 60 then carries out a game event (step 720),determines the game outcome (step 730), utilises the animation module624 (in conjunction with the display controller 625) to display thesymbols in accordance with the methodology described below (step 740),and, if an award is due to the player, provides the award to the player(step 750). Note that the term “award” refers to credits or otherbonuses (such as free games) payable to the player, once the gameoutcome is determined.

Referring now to FIG. 7 b, step 740 of FIG. 7 a is described in moredetail. There are provided a number of spaces on the display of a gamingmachine, which in the presently described embodiment are termed “reelwindow positions”. Each space is capable of displaying one symbol. Thespaces are generally arranged in a geometric pattern, such as a squareor rectangular grid including a plurality of rows and columns so as toform a symbol space matrix. For example, referring to FIG. 8A, there isshown a symbol space matrix 800 including 3 rows and 5 columns (reels),such that the total number of symbols that can be displayed are 3*5=15symbols.

On a player initiating a game, the central reel column 802 a displays aset of symbols in each of the spaces that define the central reel (i.e.one symbol for each space on the reel) 742. The symbols, once displayedin the spaces that define the central reel column 802 a, are held in aninitial or first position or location. The spaces in the other reelcolumns 802 b, c, d and e are initially blank (744). This is shown, byway of example, in FIG. 8A.

It will be understood that, from the perspective of the player, thecentre reel 802 a conceptually “holds” the entire 15 symbols. However,during the initial process of displaying the symbols, only 3 symbols aredisplayed in the centre reel 802 a at any one time (in FIG. 8A, thesymbols initially displayed in the centre reel being a “WILD”, “Q” and“10” symbol). The thick line 804 at the bottom of the centre reel 802 a(shown in FIGS. 8A and 8B) indicate to a player that when a symbol“hits” or comes into contact with the line 804, the symbol will beflicked or bounced from the current space to another position on thedisplay (746). In other words, when a symbol is displayed as coming intocontact with the line 804, an animation of the symbol being “flicked”off the reel is provided and the symbol lands in one of the blank spaces(reel window positions). That is, the symbols are moved from an initialor first location, to a final location, where the final location of thesymbol provides the player with an indicator of the game outcome. Theanimation finishes 748 when all spaces have been filled.

A representation of an example “flicking” motion (as carried out by theanimation module 624) is shown in FIG. 8B. According to FIG. 8B, the“10” symbol has been flicked to the first symbol position on the firstreel 802 b, the “WILD” symbol is in the process of being flicked to thesecond position on the fifth reel 802 e, while the “Q” symbol is deemedas a separate symbol (i.e. not utilised for determining a game outcome)and therefore flicked off the screen 800. As each symbol is flicked, anew symbol appears in the initial space originally occupied by the“flicked” symbol. It will be understood that the new symbol may appearin any suitable manner, such as materialising in the initial locationoriginally populated by the flicked off symbol (to provide the illusionthat the new symbol was hiding or located behind the flicked offsymbol).

Alternatively, the symbols in the centre reel 802 a may move downwards(to provide the illusion that the centre reel is “spinning”), therebycreating the illusion that another symbol is moving into the locationvacated by the flicked symbol. For example, in the embodiment describedherein, the symbols “fall” down the centre reel and on to the thick line804, such that as one symbol is flicked, another symbol falls, toreplace the symbol that has been flicked. In other words, a symbol maymove from an initial location, to one or more intermediate positions,before being “flicked” into a final location.

When all spaces (reel window positions) have been filled, the gameoutcome is apparent to the player and, if a win has occurred, the playeris informed of the win and credited, as required. Of course, it will beunderstood that the determination of a win can be calculated before thesymbols are displayed. Alternately, the game outcome determination (madeby the outcome determiner module 623) may only occur once all thesymbols are displayed in their final locations. Such variations arewithin the purview of a person skilled in the art.

In other words, the general sequence of determining a game outcome, inaccordance with an embodiment of the invention, can be described asfollows:

1. The player initiates a game event, which causes the game to accessthe random number generator 621 to determine which symbols will be shownin each space (742);2. Once the symbols are determined, the centre reel spins, revealing afirst set of symbols. The symbols move in a downward manner, to providethe appearance that symbols are moving downwards along the centre reel(744);3. When a symbol reaches the bottom of the reel, the symbol is flickedto a space (746); the position to which the symbol is flicked may bepredetermined, or it may be determined “on the fly” (e.g. with theassistance of the RNG 621); If the symbol is to be flicked to more thanone space, then a further determination may be made to place the symbolrandomly in any one of the acceptable spaces; alternatively, thedecision may be made in a predefined manner.4. Once symbols have been placed in each of the spaces, the gameconcludes and an award determination can be made and communicated to theplayer (748).

The manner in which the position for each symbol is determined may beachieved in a number of ways, including but not limited to:

1. A standard spinning reel decision algorithm. The algorithm holds inmemory a reel strip and the random number generator 621 determines foreach given reel which symbol (stored in memory 64 as symbol data 641)will be placed in which reel position.2. Each position in a reel window is considered an independent reel.Each position therefore has a reel strip allocated to it (on a 3*5matrix, this equates to 15 reel strips). The random number generator 621then selects the symbol to be shown on each reel.3. The symbol to be shown in each space is selected from a reel stripwhich changes as selections are made. Hence, in the first instance thereel strip has N positions and the random number generator 621 selects astopping position which determines the symbol (say X) to be shown in thefirst location. The reel strip can be, optionally, modified to removeall X symbols from the reel strip and then the random number generator621 is used to find the next stopping position on that reel. The processcontinues until all the positions on that reel are filled. The processis then repeated for each “reel strip”

In addition to determining the manner in which a symbol may appear in aspace, there are also a number of methods for determining the manner inwhich a “reel” is constituted. For example, the reel strip can bedefined in software and then spun. Any symbols not required by thedecision of the random number generator for populating the designatedspaces can be flicked off the screen 800.

Alternatively, the reel strip can be compiled in an ad-hoc method andthen spun. Again, any symbols not required can be flicked off. In athird example, the reel strip is compiled by the software once therandom number generator 621 has determined which symbols are requiredfor populating the designated spaces. In the case of a 3*5 matrix, 15symbols are required so the reel strip has 15 symbols on it.

In the embodiment described, one column (reel) of symbols is initiallydisplayed. It will be understood that any number of columns, rows orrandom arrangement of symbols may be initially displayed, and thesymbols may be “flicked” or otherwise moved into final positions in anysuitable manner.

The example provided at FIGS. 8A and 8B initially displays three visiblesymbols. A different number of symbols may be initially displayed,depending on the layout of the gaming machine display.

It will also be understood that “irrelevant” or false symbols (i.e.symbols that are not relevant to the game outcome) may also appear inthe initial display of symbols. Such symbols are “flicked” off thedisplay, such that they do not occupy a final space on the symbol matrix800. For example, in FIG. 8B, the “Q” symbol is determined by thecontroller as being a false symbol and is therefore flicked off thesymbol matrix 800. This technique has the effect of keeping the playerguessing as to the final outcome of the game event, thereby adding anextra level of enjoyment for the player, as the player may see a symbolin an initial location, but will not be able to predict whether thesymbol forms part of the game outcome until the symbol either settles ata final location, or alternatively, bounces or flicks off the screen800. The use of such symbols also reduces the probability of the playerpredicting the exact outcome of the game until such time as all symbolsare located in their final designated spaces.

Moreover, in the example given, the reel on which symbols are initiallydisplayed (in the illustrated embodiment, reel 802 a) forms part of thespaces available for symbols and therefore forms part of the gameoutcome display. However, it will be understood that symbols mayinitially appear in an area of the display, such as on separate reelwhich does not form part of the symbol space matrix, or outside the gridof allocated spaces which is arranged to display the final symbols. Suchvariations are within the purview of a person skilled in the art.

Lastly, in an alternative embodiment, a player may have some controlover the symbols that are chosen. For example, there may be provided asingle reel, which spins constantly during game play. In order to selectsymbols, the player presses a “stop” or “select” button at random times(chosen by the player), in an attempt to “choose” which symbols areflicked off into the spaces. This provides the player with a greaterfeeling of control over the game process and correspondingly, encouragesthe player to interact with the game.

Other additional games, such as bonus games, “re-spins”, jackpots andother features could be incorporated into the display methodologydescribed herein.

In the embodiment described herein, the reel spins and the symbols are“flicked”. It will be understood that other visually interesting methodsmay be utilised to move the symbols from a first position to a finalposition (and through a range of intermediate positions, if necessary).For example, animations such as a baseball or cricket bat “hitting” thesymbols into position, a hand throwing the symbols into position, a footor boot kicking the symbols into position, or any other suitableanimation may be utilised, without departing from spirit of theinventive concept described herein.

It will be appreciated by persons skilled in the art that numerousvariations and/or modifications may be made to the invention as shown inthe specific embodiments without departing from the spirit or scope ofthe invention as broadly described. The present embodiments are,therefore, to be considered in all respects as illustrative and notrestrictive. Several embodiments are described above with reference tothe drawings. These drawings illustrate certain details of specificembodiments that implement the systems and methods and programs of thepresent invention. However, describing the invention with drawingsshould not be construed as imposing on the invention any limitationsassociated with features shown in the drawings. It will be understoodthat the invention disclosed and defined in this specification extendsto all alternative combinations of two or more of the individualfeatures mentioned or evident from the text or drawings. All of thesedifferent combinations constitute various alternative aspects of theinvention.

The present invention contemplates methods, systems and program productson any electronic device and/or machine-readable media suitable foraccomplishing its operations. Certain embodiments of the presentinvention may be implemented using an existing computer processor and/orby a special purpose computer processor incorporated for this or anotherpurpose or by a hardwired system, for example.

Embodiments within the scope of the present invention include programproducts comprising machine-readable media for carrying or havingmachine-executable instructions or data structures stored thereon. Suchmachine-readable media can be any available media that can be accessedby a general purpose or special purpose computer or other machine with aprocessor. By way of example, such machine-readable media may compriseRAM, ROM, PROM, EPROM, EEPROM, Flash, CD-ROM or other optical diskstorage, magnetic disk storage or other magnetic storage devices, or anyother medium which can be used to carry or store desired program code inthe form of machine-executable instructions or data structures and whichcan be accessed by a general purpose or special purpose computer orother machine with a processor. When information is transferred orprovided over a network or another communications connection (eitherhardwired, wireless, or a combination of hardwired or wireless) to amachine, the machine properly views the connection as a machine-readablemedium. Thus, any such a connection is properly termed amachine-readable medium. Combinations of the above are also includedwithin the scope of machine-readable media. Machine-executableinstructions comprise, for example, instructions and data which cause ageneral purpose computer, special purpose computer, or special purposeprocessing machines to perform a certain function or group of functions.

1. A method of populating symbol spaces on a gaming device, comprising,providing a plurality of designated spaces arranged to display aplurality of symbols, wherein a space of the designated spaces ispopulated with a symbol from the plurality of symbols by moving thesymbol from an initial location, to a final location within thedesignated space, wherein the game outcome is at least partly dependenton the final location of the symbol.
 2. A method in accordance withclaim 1, comprising the further step of repeating the population stepuntil all designated spaces contain one symbol, wherein the game outcomeis dependent on at least one of the arrangement and location of thesymbols populating the designated spaces.
 3. A method in accordance withclaim 1, wherein the spaces are provided in a geometric pattern.
 4. Amethod in accordance with claim 3, wherein the spaces are arranged in aplurality of rows and columns forming a symbol space matrix.
 5. A methodin accordance with claim 2, wherein the designated spaces are populatedwith the plurality of symbols in a random order.
 6. A method inaccordance with claim 4, wherein the symbols are moved to theirrespective final location from a plurality of initial locations.
 7. Amethod in accordance with claim 6, wherein the initial locations arelocated within the symbol space matrix.
 8. A method in accordance withclaim 1, wherein the symbol(s) is/are temporarily displayed in at leastone intermediate location before being displayed in the final location.9. A method in accordance with claim 1, wherein each of the plurality ofsymbols is moved from the initial location to the final location byproviding an animation of the movement of the symbol from the initiallocation to the final location.
 10. A method in accordance with claim 9,wherein the animation simulates a flicking motion from the initiallocation to the final location.
 11. A method in accordance with claim 2,wherein the game outcome is communicated to a player once all of theplurality of symbols are displayed in each of the final locations.
 12. Amethod in accordance with claim 1, comprising the further step ofprompting a player for input, wherein the step of moving the symbol froman initial location, to a final location within the designated spaceoccurs on receipt of the player input.
 13. A method in accordance withclaim 1, comprising the further step of moving at least one symbolseparate to the plurality of symbols from the initial location, to afinal location outside of the designated spaces, the at least oneseparate symbol not having any influence on the game outcome.
 14. Amethod in accordance with claim 1, wherein the plurality of symbols areselected from at least one reel located within a reel window and whereinthe initial location is located within the reel window.
 15. A gamingdevice arranged to display a game outcome, comprising, a displayincluding a plurality of designated spaces arranged to display aplurality of symbols, a module arranged to send instructions to thedisplay, to cause the display to populate a space of the designatedspaces with a symbol from the plurality of symbols by moving the symbolfrom an initial location, to a final location within the designatedspace, wherein the game outcome is at least partly dependent on thefinal location of the symbol.
 16. A gaming device in accordance withclaim 15, wherein the module is further arranged to populate theremaining designated spaces with symbols from the plurality of symbols,wherein the game outcome is dependent on at least one of the arrangementand location of the symbols populating the designated spaces.
 17. Agaming device in accordance with claim 15, wherein the spaces areprovided in a geometric pattern.
 18. A gaming device in accordance withclaim 16, wherein the spaces are arranged in a plurality of rows andcolumns forming a symbol space matrix.
 19. A gaming device in accordancewith claim 18, wherein the symbols are moved to their final locationsfrom at least one initial location.
 20. A gaming device in accordancewith claim 19, wherein the at least one initial location is locatedwithin the symbol space matrix.
 21. A gaming device in accordance withclaim 16, wherein the symbols are temporarily displayed in a pluralityof intermediate locations before being displayed in their finallocation.
 22. A gaming device in accordance with claim 15, wherein thedisplay implements an animation module operable to provide an animationof the movement of the symbol(s) from the initial location to the finallocation.
 23. A gaming device in accordance with claim 22, wherein theanimation simulates a flicking motion from the initial location to thefinal location.
 24. A gaming device in accordance with claim 15, whereinthe display communicates the game outcome to a player once all of theplurality of designated symbol spaces have been populated.
 25. A gamingdevice in accordance with claim 15, further comprising an input modulearranged to, on receipt of player input, instruct the module to move thesymbol(s) from the initial location, to the final location.
 26. A gamingdevice in accordance with claim 15, wherein the module is furtherarranged to move at least one separate symbol from the initial locationto a final location outside of the designated spaces, the at least oneseparate symbol not having any influence on the game outcome.
 27. Acomputer readable medium including a computer program comprisinginstructions which, when executed, control a computer to implement agaming device arranged to display a game outcome, comprising, a displayincluding a plurality of designated spaces arranged to display aplurality of symbols, a module arranged to send instructions to thedisplay, to cause the display to populate a space of the designatedspaces with a symbol from the plurality of symbols by moving the symbolfrom an initial location, to a final location within the designatedspace, wherein the game outcome is at least partly dependent on thefinal location of the symbol.